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Bind kicker
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TnT_Jeta1 Offline
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Post: #31
RE: Bind kicker
Thanks Jimbo, loading it up now. Will give daily updates.

TnT Jeta1
17-06-2008 23:10
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TnT_Jeta1 Offline
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Post: #32
RE: Bind kicker
Okay added these to my config_mp.cfg for testing

bind 2 "vstr njump"
bind 3 "vstr nsmoke"
bind Z "exec test.cfg"

used the default

<"KEY_ANY"><"vstr"><"Binding any key to run 'vstr' scripts on this server is forbidden.">
<"KEY_ANY"><"exec"><"Binding any key to execute scripts using 'exec' on this server is forbidden.">
<"KEY_MWHEELUP"><"+attack"><"Binding the fire button to the mousewheel on this server is forbidden.">
<"KEY_MWHEELDOWN"><"+attack"><"Binding the fire button to the mousewheel on this server is forbidden.">

Played three maps and no go for the "KEY_ANY" am I missing something?

It does pick up the specific KEY_MWHEELUP or DOWN

but not the KEY_ANY

Thoughts?

TnT Jeta1
18-06-2008 00:25
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Jimbo Offline
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Post: #33
RE: Bind kicker
There was a spelling mistake in the code causing it to look for "KEY_ALL" instead of "KEY_ANY"... by bad...sorry... I have re-issued you with a new beta exe

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some days it's just not worth the effort of chewing through the straps - Emo Philips
(This post was last modified: 18-06-2008 11:57 by Jimbo.)
18-06-2008 11:54
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TnT_Jeta1 Offline
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Post: #34
RE: Bind kicker
Works great Jimbo, I prettied it up a bit by adding the ^1%P% (Players name) in the warning message.

I tried multipal key binds using both the vstr and exec. Great Job!!

Can we set the amount of time kicked and also tie it to the audible?

Since people do run name scripts, is it possible to say set the warning level at (adjustable) to then kick for the 2 minutes like it is, but if they return to the server after the 2 minutes and still have the bind set, allow to be adjusted to 3000 minutes?

Thanks again, awesome work

TnT Jeta1
18-06-2008 22:49
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Jimbo Offline
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Post: #35
RE: Bind kicker
I will look into adding the extra bits.... on another note... Daggers says his copy doesn't update fully when players leave the server... I don't have this problem and therefore it's difficult to replicate and troubleshoot.... do you have this problem...?

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some days it's just not worth the effort of chewing through the straps - Emo Philips
19-06-2008 08:21
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Daggers Offline
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Post: #36
RE: Bind kicker
Jimbo Wrote:... Daggers says his copy doesn't update fully when players leave the server... I don't have this problem and therefore it's difficult to replicate and troubleshoot.... do you have this problem...?

Yep Sad

Checked the servers this morning and according to morkeye 2 servers still had players on them but they didnt

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19-06-2008 18:08
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Jimbo Offline
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Post: #37
RE: Bind kicker
I'm now seeing the same.... definitely a problem somewhere... will investigate

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some days it's just not worth the effort of chewing through the straps - Emo Philips
(This post was last modified: 19-06-2008 20:28 by Jimbo.)
19-06-2008 18:15
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Dewed_up_Scope Offline
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Post: #38
RE: Bind kicker
Jimbo,

In CoD 4 try changing your name to something longer than 15 characters and with colour codes in it.

For example, change your name "^1-|^7Mork1|- ^9MorkEYE". Oops, MorkEye no longer works.

I just fixed up FUD Bind Kicker for the same issue Wink

Edit: Nope, still seems to happen. Serious issue which I/you/we may not be able to fix.


I don't think it's an issue in other versions of CoD.

Cheers.
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Dewed
(This post was last modified: 10-07-2008 07:40 by Dewed_up_Scope.)
02-07-2008 08:17
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Jimbo Offline
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Post: #39
RE: Bind kicker
This issue is resolved now in the released version of MORKEye V1.07... names longer than 15 characters are picked up and dealt with.

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some days it's just not worth the effort of chewing through the straps - Emo Philips
(This post was last modified: 14-07-2008 13:31 by Jimbo.)
14-07-2008 13:25
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Ubique Offline
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Post: #40
RE: Bind kicker
Guys,
Just wondering if the binds could be timed like Punkbuster.

pb_sv_task 240 900 pb_sv_bindsrch vstr

If you are using an admin program like AON you will notice that the it will scan every player individually for every individual bind search by this I mean if you have 20 players on a server and 10 bind searches

it will....

scan player 1 for the first bind
scan player 2 for the first bind
scan player 3 for the first bind, and so on all the way through to player 20

once the first scan was done to the first bind it will then start on ther second bind,

scan player 1 for the second bind
scan player 2 for the second bind
scan player 3 for the first second, and so on all the way through to player 20 without stopping

The time to scan takes a long time and does cause server lag in most cases.

Perhaps if they were timed like...

scan player 1 to 20 for the first bind
then wait 30 seconds (or a time adjustable by the admin)
scan player 1 to 20 for the second bind

Just a thought.

Thanks
09-01-2009 00:28
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